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Joe Vandal
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Hello all, I'm new to this site, and found it after googling "Rock Raiders Level Editor". I like what's going on here; it's good to see I'm not the only one who enjoys playing this great game. I've beaten the game plenty of times now, and I'd love to start designing and playing my own levels, if that's possible. I'd appreciate any help anyone could offer me, I'm really new to this whole thing....

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I love the avatar. Absolutely love it.

So yeah, welcome to RRU. You'll find this community a...urm..."diverse" bunch, but I'm sure you'll find your place eventually...so, where you from?

And hey, enjoy your stay.

P.S: Lots of people here can offer help, me included. Please, ask any questions and I'll try help you as best I can, or direct you to a tutorial/person which can help you.

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I'm from England, but I study abroad at the University of Idaho in Moscow, Idaho. In short, I got back into Rock Raiders last week, finished the game (for the umpteenth time) yesterday, and thought I'd look around for a level editor. Is there any way at all to design and play your own custom levels?

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I'm from England, but I study abroad at the University of Idaho in Moscow, Idaho. In short, I got back into Rock Raiders last week, finished the game (for the umpteenth time) yesterday, and thought I'd look around for a level editor. Is there any way at all to design and play your own custom levels?

Ah...I'm an Aussie here...it's weird to see someone else up at this hour...

But yeah, it's extremely possible, and encouraged. What I'm going to do is first get you to learn how to do the basic mods, and I'll also link the level designer topic so you can look through it and find out how to use it.

Firstly, read THIS tutorial. It's the very basics. From there, download the tools in the tutorial. To use the WAD Tool, open it, and look in the menus for an option about "Byte Arrays" or similar. Click that. You then open your WAD files and extract to their default locations (you'll be able to find the buttons). For compiling, I'll recommend you start with the WAD technique, where you backup and remove your original WADs, and then compile new WADs from the two folders you just extracted and edited the files within. Basic stuff.

For level editing, visit THIS page to get the tool and learn how to use it, and then visit THIS tutorial to see how to get it in the game.

Alright, enjoy, If you have any problems, just ask.

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Welcome! Hope you stay a bit longer than most new members...

When modding the game, you should use the Data method. It's the easiest way. You extract the WADs, then you have two folders called LegoRR0 and LegoRR1. Open LegoRR0, select everything in there, cut, goto the Data folder, paste. Then do the same thing with LegoRR1. It's important you start with LegoRR0, or else things will get messed up.

Ah...I'm an Aussie here...it's weird to see someone else up at this hour...

It's 11:13 AM over here. 10:13 in the UK...

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It's 11:13 AM over here. 10:13 in the UK...

It's 9:14PM here, and at this time I'm usually the only person on, apart from Cyrem.

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ohai! welcome to RRU , i hope that you will enjoy it hear... but i need to warn ya , try not to get infected by the brony infection here!

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To use the WAD Tool, open it, and look in the menus for an option about "Byte Arrays" or similar. Click that. You then open your WAD files and extract to their default locations (you'll be able to find the buttons).

I read through the tutorial, backed up the folder, and opened the WAD tool, etc., but when I try to open the duplicate WAD files, it gives me an error message saying that the WADS are invalid. I clicked "Byte Arrays" too. What's up?

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To use the WAD Tool, open it, and look in the menus for an option about "Byte Arrays" or similar. Click that. You then open your WAD files and extract to their default locations (you'll be able to find the buttons).

I read through the tutorial, backed up the folder, and opened the WAD tool, etc., but when I try to open the duplicate WAD files, it gives me an error message saying that the WADS are invalid. I clicked "Byte Arrays" too. What's up?

Asdf. First, don't try to extract the wads in the Program Files install folder. Do it somewhere you have write permissions to, like anywhere in your home folder or desktop. Second, if that doesn't work, try my wad tool. :/ I suggest you copy the whole Rockraiders install folder and paste it somewhere else and have that as your modded RR install.
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Hey, welcome to the forums!

First, don't try to extract the wads in the Program Files install folder. Do it somewhere you have write permissions to, like anywhere in your home folder or desktop.

Yes, what he said.

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Thanks for all the welcomes, they're most appreciated.

Sorry if I seem completely inept, programming is hardly my forte (I'm studying Biology). I've designed a map, with Cyrem's editor, and exported it to LegoRR0LevelsGameLevels already, but I'm not sure what to do to get it into the game. I've opened several Levels in Notepad, and I can't find any lines to delete like it says in PWNZOR's tutorial. Looking at the Spoilers, I must be doing this wrong, the files I'm looking at have only 400 lines of code, not 4000, and I've haven't seen any that match what's on the tutorial page, e.g., TextureSet, RockFallStyle, EmergeCreature, etc. Would someone please explain to me the error of my ways?

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Cyrem's Map Creator will export the MAP files. These contain the data for each tile in a level, such as where the walls and water are (surf map), how many crystals and ore are in a wall (cror map), which caverns are hidden (dugg map), and so on. The code that you'll have to add or change is in the Lego.cfg file, which most of us just call the CFG and can be found in the LegoRR1 folder. Scroll about halfway down to find the Levels section and you'll see what PWNZOR is talking about. Now, if you just want to test your levels out without messing with the CFG, you can simply replace the MAP files of one level with your own. Simply rename or remove the old ones and replace them with yours, making sure your new files have the same names as the old files. However, not every level will use every MAP file. For example, some don't use a monster emerge map, so putting one in won't do anything unless you go into the CFG and make it look for one.

If you want to learn a bit more about the files themselves, you can visit our wiki. But since you say you're not a programmer, you'll probably only read it for the odd fact.

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